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dugman

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  • @MikaelaWantsYourBoon said:

    If killer can see you have this perk, still garbage. At least, it is not abusable anymore.

    But why killer is seeing you have this perk, i never understand.

    The killer is seeing the perk icon because it’s inflicting a negative condition on the killer.

  • Yep, that’s the one, name slipped my mind. Thanks!

  • I wish this myth about Eyrie being “huge” would just go away. It’s literally the median map size. Seven maps are the same size as it, about 14 or 15 are smaller and 14 or 15 are larger. It’s an average map size, not “huge”.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2787265#Comment_2787265

    Again lol, I'm not saying statistics are not used or important to use.

    Re-read^^^

    I'm saying relying on statistics IN SPITE of rampant opinion of player majority means they're not looking at the right statistics. My god the way you keep repeating yourself as if I'm insulting the devs makes me wonder if you're just trying not to lose cosmetics. They gave GOTTEN BETTER at balancing statistics and opinion instead of relying on JUST statistics. The story of OoO showed a PAST tendency to merely ignore mass opinion due to surface endgame stats.

    Again, I’m saying I think you’re assuming the tail is wagging the dog on OoO. They didn’t say what you thought they said, and there’s no particular indication they were only looking at surface endgame stats in the first place.

  • @Azshhh said:

    Guess we're all going to the eyrie now ._.

    Actually I had two survivor groups in a row send me to The Game last night. One was some swf group doing a weird thing with No Mither and Flip Flop and Exponential and the pallet perk (name escapes me now) where they can drop a pallet on you while you carry them. I got hooks on them but not enough to get a kill unfortunately, so it goes. 🤷‍♂️ The other one I think had a two or maybe three person swf that just liked that map for the pallets probably, hard to say.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786551#Comment_2786551

    It was literally stated in a developer update that there was NO issue with OoO and from their data it was a poor performing perk overall and there were no plans to nerf it... After the overwhelming response of "do you even play your game" came the scrutiny of OoO. I'm not saying it's not better now than it was then, I'm also not suggesting adjusting perks solely on forum feedback. But if the overwhelming feedback doesn't match the data their looking at then they need to look at different parameters to see the data.

    I looked it up and that’s not what they said. One of the developers said Object of Obsession seemed to have poor performance overall so it might be a perception issue, and Cote said the perk still was being looked at though.

    And if you think they didn’t rely mainly on stats when deciding what the revamp would be or if they needed to revamp it you’re wrong. I guarantee they looked at a bunch of data before revamping that perk, they don’t just make changes based on forum posts. (If they did they would have nerfed NOED a long time ago.)

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786928#Comment_2786928

    I mean it's fine to give killers some more BP if end result is same, isn't it?

    either way it's healthier for sure, though...

    My guess is they give more points for hooks to incentivize killers to hook more often than go for slugs since being slugged for four minutes isn’t all that fun obviously. But at the same time that don’t want to imply slugging isn’t allowed so you do still get points for the kill.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786955#Comment_2786955

    I mean that still does not affect my statement that the game was more fun when swf were not around.

    If you say so? I wasn’t in the beta but I do know the game has undergone a lot of improvements since release.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786951#Comment_2786951

    In my region, killer que is always less than 10 seconds.

    So, even if reducing survivors by 50% I'm not sure if that gonna be a problem.

    Well a couple of things

    • It’s not just you having fewer people driving up your queue, it’s also survivors in swfs having fewer killers in their own queues. I don’t know what your survivor queue times are like but imagine how much longer they’d be if 25% of killers just opted not to play against you because you’re playing with a friend at the moment.
    • Not pairing against swfs also probably impacts how often the system can put you in close matches if you are an above average player. Swf players most likely are corrlated with somewhat above average ratings since they will tend to have played the game more often than newer players who aren’t invested enough to play with friends yet. So it could mean getting into more mismatches as a killer.
  • I think MMR is working ok for the most part in that if you have a match where all five players are about the same MMR it will probably be a close match.

    The devs have already commented on how a lot of mismatches occur because of people leaving lobbies and people with outlier ratings causing the system to be in a position where it has to choose between having people wait a long time for a closely matched opponent or putting them in whatever slot it can find at the moment. That’s not a problem with the MMR being inaccurate but rather an issue with finding the right balances between waiting for a “close” match and wanting a “quick” match.

    I suspect where the MMR could possibly use some tuning is:

    • New player initial ratings might be or have been too high. The devs already indicated this is an issue in their update report last month so presumably they’re tuning down the initial rating for brand new players.
    • There may be an inaccuracy when it comes to how the system calculates what the optimal MMR for a killer should be given a set of four survivor ratings that differ by a wide amount, like when a swf has a high skill player paired with a low skill friend for instance. I could easily be wrong but I suspect the system is just doing something simple like taking the average of the ratings and aiming for that, but in reality a more accurate estimate is probably a non-linear formula so a better way to estimate it would be something like a neural net trained to input four survivor ratings and output a killer rating that it thinks produces close matches. (The devs haven’t ever gone into detail on this part though so I’m just speculating. 🤷‍♂️)
  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786918#Comment_2786918

    Ok? But that's still not a majority and still not enough to prove the statement that swf 'keep this game alive'?This game was in a much better place when SWF were not a thing. The fact that they can't even introduce a game mode of casual vs ranked where one allows swf and the other does not is a clear indication how a lot of people feel about playing against or with swf. They can't/refuse to balance swf/solo/killer which is why we're stuck in this rotation of swf>killer>solo.

    Um, swf has been a thing in the game since just after release? And the only reason it wasn’t in the initial live release was because its development wasn’t quite finished at launch.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786916#Comment_2786916

    I don't know if that gonna be a problem though, at least there is so much of survivors right now.

    I don’t know how many survivors there are or aren’t in the player pool, but considering you need 4 survivors per match to just one killer ideally you actually do want a lot of extra survivors in the mix.

  • Generally speaking I think most of my matches are in the 1-3 kill range? Which indicates the game is working as intended for me as a killer main. The 3ks are basically 4 kills but the last person found hatch before I did, and the 1-2 kills are the rest of the games. No kills isn’t that common because usually I’ll get enough hooks to at least have a decent chance of downing the same person three times, but if the survivors are all solid runners and I’m a little unlucky it happens. 🤷‍♂️

    I think there are some killers who incorrectly think the gens should only be finished in half the games but don’t realize that would mean 3-4 kills would be the majority result versus 1-3 kills. So they get frustrated when they play well but the gens are still finished. Once you understand that the devs intentionally have things set up so that someone escaping out the doors happens most of the time if the survivors play as well as you do then you can go into a game knowing the doors opening isn’t a “loss” or a sign the game is “easy survivor mode” or whatever. If most of your matches are in that 1-3 kill range then that’s where it’s supposed to be.

  • I stopped watching Tru months ago, he’s a really good player but he complains all the time so it gets kind of tiresome.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786906#Comment_2786906

    Eh, finding slugged survivors especially when they are spread out and after you chased someone is semi impossible as they can go whatever location and also doesn't give anything useful like scratch marks.

    And the problem is the fact I'm patient enough to wait for them to bleeding out, I get little less BP but that's it.

    I just think it's better for everyone to not waste time.

    I agree it’s better for everyone not to waste time, speeding up the bleeding timer helps with that in a case like you described.

  • I have fun as a killer main. You just have to realize that the game is intentionally built around 1-3 kills being the normal result when the survivors are as good as you are, which means you shouldn’t get frustrated with the gens getting done and someone escaping most matches if you played as well as they did. Some killers seem to think gens should only get done half the time and don’t realize that would mean matches would mostly be 3-4 kills in that case so they get frustrated.

    Just play the game how you like to play it, do the best you can, and if you stop the gens great! Or if you don’t then better luck next match. 🤷‍♂️

  • The devs commented a while back that about half of all games have a swf of some kind in them.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786312#Comment_2786312

    Cause people shouldnt be punished for playing with friends/family, and the only thing people hate about swf is comms rights? but how do you know if a swf is using comms , the majority of swf dont use coms.

    That is almost certainly incorrect. Why in this day and age would people play a game with their friend and not be talking to each other? It’s hard to imagine that virtually all swfs aren’t on comms.

    That being said, it’s also worth noting that the devs have mentioned previously that half of all games have a swf of some type included. So if killers could “opt out” of playing against swfs they’d be cutting themselves off from a huge part of the playerbase.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786888#Comment_2786888

    Of course auras of dead survivors, from killer's PoV.

    there is a bunch of situation you will slug everyone to hook them all.

    Sure, it doesn’t take more than a minute to slug three or four slugged people though.

    Also Deerstalker is your friend if you like to do that. I run it occasionally myself. 🙂

  • @lauraa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2763016#Comment_2763016

    Those aren't 3 periods...those are a single ellipses...which convey a speech mannerism...

    Well, unless the conveyed mannerism you’re looking for is “being out of breath”, it’s not particularly effective, at least in my opinion. 🤷‍♂️

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/2760438#Comment_2760438

    I already did it in the past and guess what happened... Nothing (I'm still waiting their response for the last report about a cheater 3 months ago)

    Just FYI they won’t tell you if they ban someone you reported.

  • @fulltonon said:

    Can you just show auras too? because you DO slug for hooks.

    What auras are you talking about? Survivors can already see the auras of downed survivors unless they’re Blind or hit with Knockout.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784847#Comment_2784847

    But those stats were only considered after the backlash. Stats are used far more as a broad tool which only paints a partial view of the experience.

    I'm not saying to ignore statistics I'm advocating that if there is a rampant opinion of something in game it shouldn't be ignored on surface statistics.

    I think there’s a general misconception that the devs ignore things when they don’t immediately make a change suggested on the forums. I don’t think they do, rather changes usually take a long time for them to actually get to the table and implement. There’s no reason to believe they weren’t aware Object of Obsession was problematic in swfs, they simply took a long time to change it, probably because of a combination of them feeling it was lower priority than other changes and also something that would require more than a simple numerical change to address.

    Just because they don’t act quickly doesn’t mean they’re ignoring anything.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2786014#Comment_2786014

    Right, but slugging can happen multiple times throughout a match. I want to have a choice to not forego the whole four minutes if I feel it will help me and/or other survivors escape the trial.

    What's so complicated? Hold M2 to bleed out faster. What is complex about that?

    Slugging can happen multiple times but this is specifically when all remaining survivors are slugged, not when some are slugged and some are standing.

    I’m not opposed to survivors having the option to bleed faster holding M2.

  • @GoshJosh said:

    The only thing I would say is that it should be optional acceleration - not forced. Could still be an Unbreakable, Soulguard, or Exponential play that could be made. And it should also be available when all other survivors are hooked or dead - not just all slugged.

    Just to clarify, I’m not talking about an instantaneous death, I’m saying maybe speed it up to 60-90 seconds. That’s plenty of time for someone with a pocket Unbreakable to make a play. Having it be “optional” would just be adding an unnecessary layer to the command scheme.

  • Out of that list probably pie. 🥧

    I also sometimes make Baklava which is pretty great, Brown Betty (which is pie-adjacent), and peanut butter cookies.

  • Not a fan of Killer Klowns personally. But if they did a Mars Attacks killer I’d be down for that!

  • Patrick didn’t swat down Borrowed Time being base kit, he actually implied they’re looking into that one.

    And there’s nothing inherently wrong with Borrowed Time just being a thing that happens when a survivor is unhooked. However they would, like you said, need to couple it probably with making gens take slightly longer to finish to compensate for the overall boost survivors would get across the board. But if both those things happened (innate BT and gens taking longer) I’d be perfectly fine with that as a killer main. It would give extra encouragement to spread hooks during a game which probably makes for a more fun game for both sides.

  • Don’t ask me, not my area of expertise. 🤷‍♂️

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/308398/when-are-you-gonna-give-us-the-teacher-bhvr

    Like “bad teacher”? With Cameron Diaz as survivor? Where’s my wallet lmao

    A survivor like this? … Hmm, I don’t know, those shoes aren’t made for running…. 🤔

    image.jpeg


  • Technically Demogorgon is also humanoid (i.e. head, two arms and legs). I seem to recall the devs said there was a technical limitation where they wouldn’t be doing any non-humanoid killers like insects or blobs, etc.

    Hypothetically I guess they could do something like a Werewolf possibly? So when it moves it moves on four legs and swipes with its front claw, but then when it carries someone to a hook it lumbers upright. Maybe that’s possible? Demo is almost like that but still runs on two legs, with a little tweaking they could modify the animation to be on all fours possibly.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785513#Comment_2785513

    Tbh I think it’s a waste to even try going for more than 1 or 2 at a time. If there’s 3 totems cleansed I’ll only reset one or two and won’t do the third until one is cleansed again.

    I’d rather have 2 or 3 separate periods of time with 30% gen slowdown than have those overlap with each other in exchange for 30% slower recovery. Slowing down healing can be nice though.

    Yeah, it’s probably a close call, I could see an argument the other way that having extras up as a buffer to protect the gen regression could be useful too. But either way I totally agree that going for the grand slam 5 isn’t effective.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785464#Comment_2785464

    Oh for sure, you get something even if it’s cleansed immediately, it just has the potential to do way more than that.

    Right, I just think there are a lot of people who seem to think if you can’t get five of them out it’s “garbage”, I think they’re underestimating the benefit of even a few.

  • Once you reach each new grade it’s locked in and you can’t go below it. So no, you don’t just “go up or down when you win or lose”, you go up when you win but you won’t go down if you lose when you are at the start of a grade. Therefore all you need to do is play long enough a session to get two or three good 2 pip games in a row and you will gain a grade and never lose it even if you play horribly the next few games.

    So yes, Grades are mostly just an indication of how many games you’ve played that month. If you happen to win a lot you’ll gain grades more efficiently, but you will still gain them even if you’re just a typical player simply by random chance.

  • @sizzlingmario4 said:

    I’ve gotten value from it but it’s not very consistent and needs a lot of things to go right for it to work.

    Not only do you need survivors to cleanse totems (as opposed to blessing your other hexes) you then also need them to not be cleansed again 30 seconds after rekindling.

    Nobody just cleanses dull totems anymore so you basically need plaything and/or a bunch of other hex perks to make it work.

    Just for reference though, if they spend 10 seconds to run over and spend 14 seconds destroying your new Hex while you have someone hooked and are chasing a third survivor, that’s no gens getting done for 25 seconds worst case. More likely though is someone stays on a gen for 60 seconds, for example, then the Hex gets cleansed which takes an additional 25 seconds. That 60 seconds on a gen at 30% slowdown means they effectively lost about 18 seconds of progression, so all totaled one Hex Pentimento would get you about 50 seconds of lost gen progression in that case, which is about two and a half Pop Goes the Weasel procs.

    So basically even if the hex is cleansed again after 60-90 seconds you’ve gotten good slowdown from it. And if you manage to get multiple totems they add up pretty quickly to a fairly large net slowdown. Even the worst case it’ll get 25 seconds per hex you put up.

  • Probably just bad luck, I’ve had no problem so far getting costume pieces and bloodpoints this event as a killer.

  • Seriously, no joke, if they ever did a Jaws chapter I’d buy it. 🙂

  • Well someone did go to a lot of trouble to write it all up.

    Untitled Image


    I can see the tagline even, "This fish hooks YOU!" 🦈😱

  • I'm not sure yet, possibly not but who knows really? 🤷‍♂️ The actual slow down in terms of seconds is only a few seconds per heal relative to before the nerf, so it's not that much really, but then again a few seconds over many attempts could add up so hard to say for sure.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/308332/remember-when-dead-dawg-was-disabled-because-a-totem-couldn-t-be-cleansed

    The killswitch is there for something that's absolutely game breaking and can crash the game or be severely exploited where the game cannot end for example. Neither of those apply here, survivors can be slugged etc.

    Whilst I appreciate RPD can be frustrating right now, it is something that has been brought up to the team.

    Just a minor point, but hypothetically if a squad all has No Mither plus Boil Over then I think (unless I’m overlooking somehing) the only way to slug them if they keep running to an unhookable spot is to stand and guard the slugged survivor and down them over and over until their timer runs out. Technically the game would end in a finite amount of time but it could be a really, really long time since the bleed out keeps stopping when they get up if the survivors just are trying to drag it out as long as possible in lieu of doing gens.

    Also, it might be worth considering disabling the map offering instead of the map. Without the offering guaranteeing a “you can’t hook me” squad goes to RPD they’d be less likely to try and go into the game doing that specific tactic and loadout from the outset. The offering is just exacerbating the situation honestly, without the offering available RPD goes back to its old status quo more or less, at least in my opinion. 🤷‍♂️

  • I don’t mind RPD as much as corn honestly. Right now RPD has the broken Boil Over spot, but aside from that most of the pallets in it are gameable I think. It’s just a little confusing getting around it sometimes.

  • There are a couple of reasons mismatches happen which make them unavoidable even assuming your MMR is accurate.

    • When someone dodges a lobby the game looks for the next available player to fill the gap because it doesn’t want four people in a lobby waiting for a fifth. So every time a lobby dodge happens it has a much higher chance of being a mismatch. (Therefore, if you honestly want to have a positive impact on the game as a whole, don’t lobby dodge, you’re just setting up the next player for a possible mismatch.)
    • Survivors play in swfs in about half of all matches, and odds are good of having a high rated player playing with low rated friends or family. Matchmaking won’t be as reliable in that case since the system is probably just doing an average of the ratings to set a goal for where the killer should be.
    • Players with outlier high ratings may not have close matches in the lobby pool at a given moment, and if they wait too long then the game just puts them in the next available match so they can at least play the game. So if you have a high rated swf squad they’re more likely to get a mismatch against an average or newer player after a long wait in queue if there just doesn’t happen to be a similarly highly rated killer waiting for a match.

    Also good job on getting Silver 3 as a new player, at this rate you could be red grade and get a big bloodpoint bonus in a couple of weeks when the reset happens. 🙂

  • @SmarulKusia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784220#Comment_2784220

    But it also reflects one's experience with the game.

    You don't JUST pip up because you play the game for 5 hours a day, you still have to accomplish certain criteria to reach Iri 1.

    Well, actually it’s mostly play time since once you go up a grade you lock that Grade in and can’t lose pips below that. So no matter how good or bad you are, if you play enough you’ll eventually have two or three two pip games in a row and level up just from that alone. The criteria for getting a pip does get slightly harder the higher your grade is but not to the extent that it prevents you from leveling up after a few solid matches in a row.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784584#Comment_2784584

    Never overestimate people's perceptive ability. It's not lit up like a christmas tree? Must be scenery. Looking for hook aura... oh, all the auras are far away, bleeding you out it is.

    Hanlon's razor: "never attribute to malice that which is adequately explained by stupidity"

    I agree, I suspect there are a lot of killers missing occasional hooks because of the hidden auras and neglecting to actually look around quickly before they pick someone up to see if there’s a hook right nearby.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2777201#Comment_2777201

    This is true and mostly effective. But stats show end results and it's hard to reference stats to anything more than an individual player. Trying to apply those end results to matches with many random other teammates and all results of TEAM win vs loss is nearly impossible.

    Does anybody remember the ONSLAUGHT of backlash a developer got for saying the stats showed Object Of Obsession as a non issue perk? That's because 92% of the time OoO user died, I.E. weak perk statistically. After the feedback from that embarrassing moment it was actually watched in mid to high skill matches and showed that almost the same percentage of 3 man escapes happened in those matches. And usually even though the OoO user died, the killer got only 3-4 hooks (whole match!) And 1 kill. That's because OoO was highly abusable in skilled teams as a call out for killer location and activity.

    So weak individually because the killer would have to fixate on killing that player to even get a fair match.

    Actually Object of Obsession is an example of them using stats to verify that the perk had a disproportionate impact on groups with swfs. Far from being impossible, they were able to pivot out results with or without swfs using or not using that perk and compare results and found a big disparity, The same can be done for any perk, pivoting out how well it does with and without swfs in general and even on specific maps.

    If anything Object of Obsession’s nerf is a success story for stats, not a failure.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2784037#Comment_2784037

    Even if there was a perk that just prevented survivors in the dying state from leaving out of the trial with no condition or duration, it wouldn't be ran.

    The situation in which a survivor in the dying state is escaping out of the exit gate is not common. It's rare enough that survivors will actually give you hits at the exit gate as it is. You might as well just be running 3 perks since the situation wouldn't come up often enough for it to be justified.

    I'd run that perk more than Bloodwarden. 🙂

  • You should have said "I want a good perk that prevents survivors in the dying state from going through the exits", because like everybody above said there's already a bad perk that does it (Bloodwarden).

  • Being able to make custom matches against bots is one of the features I wish they would bring over from the mobile version. Unfortunately the devs said they're reluctant to expand the system in the tutorial to include more killers or maps because of the amount of development time it takes that they'd prefer to use on other priorities (or something to that effect, I apologize if I paraphrased it poorly.)

  • Nothing wrong with leaving someone on the ground if there's no hooks. They always have the option of crawling toward a hook if they actually don't want to wait.

    That being said, keep in mind that if a survivor has Boil Over it hides the auras of hooks within 16 meters of you, so I suspect with Boil Over being kind of popular at the moment there are killers (not necessarily you the original poster but in general) that don't see an aura and neglect to actually look around for a nearby hook that isn't highlighted. I only mention it because it's unusual for The Game to not have any hooks available on the lower level.

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